Bubble Trouble Bobble 3d Challenge 3000 Mit Csail-PDF Free Download

Bubble Trouble Bobble 3D Challenge 3000 MIT CSAIL
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Bubble Bobble is a 2D arcade game by Taito We made a new version of the game that uses. 3D computer graphics techniques to visualize the gameplay We wanted our implementation of the. game to have the features of the original game plus several graphical enhancements and to allow. future extensions of the game into a full three dimensional space We achieved a large number of. our goals and successfully created a playable version of the game Through designing this game we. learned to work with OpenGL and how to make various parts of a game interact to build a playable. Introduction, Many in our generation have played the game Bubble Bobble It was a fun arcade game that. was so successful that it was ported to almost every platform that exists It featured little dinosaurs. blowing bubbles to complete puzzle like levels Roger happens to be a huge fan of the game and. thus when the subject of 6 837 final project came up we came upon the idea of doing a remake The. games numerous enemies power ups bonus items and levels combined with a cartoonish cooperative. gameplay make it have great replay value, We fit into the category of people who like computer games and it was no great surprise to. discover that we re also interested in creating them For everyone except Paul this was our first. time making a game of this scale, Games are in some ways the driving force behind computer graphics They sell better if they. look amazing so games developers are always pushing the envelope of realtime graphic effects. There s also a drive for more realism so more detailed physics engines are made Though it s rather. commoditized nowadays the games industry is very interesting to all of us. Even though we barely scratched the surface of gaming we feel that we re no longer beginners. in the art of game making We ve created a game that anyone can play and have fun with It s got. several levels several enemies a scoring system and plenty of interesting twists Our game features. all of the best elements of the original while adding 3D freedoms and graphics. Goals and Achievements, We enumerated several goals in our proposal and would like to revisit them to investigate our. success in accomplishing them, Refractive transparent bubbles.
Goal The bubbles need to be able to capture enemies and pop believably They need to be. influenced by wind currents In addition to being translucent they should also refract. light and be glossy, Achievement, We accomplished all of the physical elements of the bubbles i e they are blown about. the level they capture enemies and pop In developing the game however we noticed. that among other things we had a black background which made rendering refraction. unnecessary The bubbles served their purpose admirably without the reflections and. indeed that might have jarred with the flat shaded style of the game They are translucent. so that enemies can be seen when captured and that is sufficient for us. Cel Shading, Goal Cel shading is a style of rendering that uses cool to warm shading with silhouettes for. player characters bubbles enemies everything that s interactive in the game This gives. it a comic book or old video game feel while not detrimenting from the quality of graphics. Achievement, One of our first design decisions was to put cel shading on the very back burner It is very. little more than eye candy and the essential elements of the game can be completed well. before We did not get to investigate cel shading in our game but deliver a more finished. product as a result, Goal Wind fields are statically distributed throughout a level and they contribute heavily to the. gameplay by blowing bubbles around They are constant momentum regions They should. somehow be visible to the players through the motion of indigenous dust particles They. should push movable objects around at a speed proportional to the mass of the object. This makes new levels more usable because it gives the game players more information. Achievement, The static wind fields do indeed behave exactly as described Blowing a cloud of bubbles.
results in a moving flow of bubbles through the wind currents The levels are designed in. such a way that bubbles are blown somewhat purposefully through the level so learning. which way the wind blows is very helpful in successfully finishing a level Particles were. another item we put on the end of our feature list The bubbles act as particles enough to. indicate wind direction, Viewpoints, Goal In order to make the game playable in its original side on form the game should have the. option to be played with a fixed viewpoint But to realistically play in a 3D environment. you need to resolve occlusions of the characters so other camera angles will need to be. implemented, Achievement, The game is available in fixed viewpoint form by default It is possible to enable mouse. control of the viewpoint In user control of the viewpoint the camera points resolutely at. the center of the level and the user can pan and zoom around the level. Goal Bubble Bobble consists of a series of levels Each level is toroidal meaning that moving. off one side of the screen means moving in to the other side of the screen In practice this. only applies to the top and bottom of the level Each world consists of a set of blocks. some with persistent winds some with structural elements and most empty In our 3D. translation they would be cubes, Achievement, Each level is indeed toroidal and every face of the bounding box of the level wraps to a. corresponding opposite face Our worlds are built a bit differently than we had originally. anticipated They are described in a series of plaintext files that represent the winds items. and geometry and another file containing a colored mesh to display not all maps have. geometry that corresponds with the visual appearance of the level. Goal We would like to make a game that satisfies fans of the original Bubble Bobble while. remaining extensible enough for us to continue to tinker with on our own time in the. Achievement, We have created a game that has the physics scoring and general appearance of Bubble. Bobble though one observer s comment was It s just like Bubble Bobble but with uglier. guys It looks reasonably professional and is relatively bug free We have also left plenty. of room to upgrade ourselves for example the entire physics model could be replaced with. a more realistic one without affecting the rest of the program. 2 1 The game in brief, The characters that we have designed are.
Dino Windup Alien Whitemage, Our first level looks like this. This is our second level, 2 2 Phases of construction. We viewed this game as going through several phases of construction The earlier phases represent. reduced functionality as we progress with the game we intend to add features and power We. expected that just getting the first parts would be very hard and we were right The parts that we. have completed are highlighted below, Classic style Real 3D Engine Gameplay sugar. X Fixed camera view X User controlled camera Intelligent camera per. point angles spectives, X Short nonexistent ani X Fully toroidal worlds Deformable mesh ge. mations 2 frames ometry, Refractive reflective, X Transparent bubbles bubbles Bones support.
X 2D levels 3D levels X Multiplayer support, X Bubble Bobble physics Realistic physics Level generator. As is clear we made our way about halfway through the phases We are perhaps close on many. of the other goals For example it would take only a little work to add support for levels that are. deep enough to walk in and out relative to the camera plane we would only need to add controls to. do so create levels that take advantage of this and add a more intelligent camera view Realistic. physics on the other hand are very far away from completion. 2 3 Components, The overall design of the system has changed only in subtle ways since its inception. Level State Renderer, Object Item, Character Input. Mesh State, Obstruction, Figure 2 1 Object model Dotted lines are is a relationships. GraphicObject, An abstraction for a thing in the game Keeps track of how to render the object given a.
renderer and maintains a physical state, Methods draw renderer update t. Dynamic Object, An abstraction for objects that move and act Maintains a physics state that includes. velocity position and mass as well as a state machine for making decisions. Map Contains the geometry of an individual level Allows for some way of addressing individual. maps for changing levels in the course of the game Loads the obstructed regions and the. vector field, Bubble Keeps track of the special properties of bubbles they are not rendered like normal entities. Handles pseudo environment mapping of the bubbles animations. Renders internal data representations of media into operating system calls This renders. meshes to the OpenGL subsystem sprites to the screen and audio to the sound system. Methods renderMesh mesh renderSprite sprite renderText string. Input Gives commands to the characters for movement Handles the player s input and the AI. controls of the enemy characters, Maintain the state of each character Control animation based on state Convert input. into physical movement, Items Hold information about the special property of each item such as points and special actions.
Game State, Stores information that s persistent between levels such as the score of each player the. player models input mappings and in game options Handles transitions between levels. Detects when the game is completed, Level State, Keeps track of all the objects in a level initiates level wide animations on behalf of special. items Sets up physics for each level Detects when the level is completed. Physics Detects collisions between graphical objects and with the level Performs actions based on. the types of object colliding For example an enemy colliding with the player will result. in the player dying and a active bubble colliding with an enemy will result in the enemy. being engulfed This also performs the Euler approximation of the equations of motion. The game is not especially concerned with adherence to real life physics so very crude. approximations that are consistently graphically reflected are sufficient. Main Assembles all the other modules together so that they can run Controls user options. Individual Contributions, Chris Elledge, Out of Game. Sets up in game components configures game libraries handles user configuration. Item Game Objects, handles item states special properties of items actions generated by items. Action Game Objects, allows other objects in the game to affect the overall Game State.
Audio plays a background music track and provides audio objects to allow other game. objects to play sound effects, Accomplishments, The Out of Game system controls the setup of all the components that are needed. to begin a new game and controls the thread of execution during play It achieves. some platform independence for video audio and input by using SDL the Simple. DirectMedia Layer Several other extension libraries for SDL were also used to build. an audio mixer for the game that could also decode and play MP3 music files. SDL is a library which normally requires installation of it and any of its extension. libraries on the system which the game will run Since our desired development and. testing platforms were the athena linux machines it was impossible to perform these. installations We also would prefer not to make the user install any extra libraries on. their system to play our game I forced the libraries to build into a directory under. my control and packaged them so that they could be placed into the CVS repository. to allow us to link to them at compile time and to run against them at runtime This. technique also allows us to distribute a version of the program that doesn t need the. libraries installed but this will only work on an Intel system running the Linux kernel. 2 4 I also made a target for our makefile that will build a tarball for our executable. with the needed libraries and data files to distribute a working binary. The Out of Game system regains control of the thread of execution at the end of every. frame of game updates and rendering I have the system analyze the SDL Events that. have occurred since the last frame and update the Game Object accordingly These. events include key presses for player controls mouse camera controls and toggling of. sound music and various other parameters The elapsed time is estimated and the. game is updated with the elapsed time and the renderer is asked to render the scene. based on its frame skipping rules Finally the thread sleeps for the remainder of the. time slice so that the audio thread can handle mixing and playback. Items are a subclass of Dynamic Object which contain Actions that are to be per. formed when the item is picked up These Actions may do any number of things. depending upon the item but all items have a Points Action which gives the player. points for picking it up I concentrated my effort in Items on allowing any arbitrary. combination of 3D meshes actions and point values to be given to a particular item. A single database file contains a list of the above information for each item and the. item is constructed from its definition in the list This allows for easy changing and. addition of items models and actions for the large number of items that a complete. Bubble Trouble Bobble 3D Challenge 3000 6 837 Final Project Report baron von blubba mit edu Roger Hanna Ryan Williams Chris Elledge Paul Elliott December 6 2002 Abstract Bubble Bobble is a 2D arcade game by Taito We made a new version of the game that uses 3D computer graphics techniques to visualize the gameplay We wanted our implementation of the game to have the features of the

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